Electromagnetic game



Sept. 21, 1965 w. H. MIDDENDORF 3,207,513

ELECTROMAGNETIC GAME Filed Oqt. 24, 1962 4 Sheets-Sheet 1 Sept. 21, 1965w. H. MIDDENDORF ELECTROMAGNETIC GAME 4 Sheets-Sheet 2.

Filed Oct. 24, 1962 P 21, 1965 w. H. MIDDENDORF 3,207,513

ELEO'IROMAGNET I C GAME Filed Oct. 24, 1962 4 Sheets-Sheet 3 INVENTOR.

P 21, 1965 w. H. MIDDENDORF 3,207,513

ELECTROMAGNETIC GAME Filed Oct. 24, 1962 4 Sheets-Sheet 4 INVENTORUnited States Patent 3,207,513 ELECTROMAGNETIC GAME William H.Mirldendorf, 467 Kentucky Drive, Covington, Ky.

Filed Oct. 24, 1962, Ser. No. 232,785 3 Claims. (Cl. 2731) Thisinvention relates to a game of skill requiring a coordination of visualand muscular reactions.

The game has many forms, some of which will be described below but allhave the common feature of moving a permanent magnet toward a magneticfield with manual means for energizing the source of the magnetic field.More specifically, the objective in the playing of the game is toenergize the source at such time during the motion of the magneticobject as to add the energy of the field to the kinetic energy of theobject and to de-energize the source or destroy the field at the precisemoment that the energy of the field changes from being additive to beingsubtractive in respect to the kinetic energy of the object.

In one sense, the object of the invention is to provide a direct currentmotor, not necessarily rotary, the motor having a manual commutator. Thegame requires an indicator to show the relative position of the fieldand magnetic object so that a player can make his own determination asto when to energize and de-energize the field, or commutate the motor.

It has been another objective of the invention to provide a game inwhich a permanent bar magnet is pivotally mounted in its centerperpendicular to the axis of a conductive coil and to provide manualmeans for energizing the conductive coil. The energy imparted to thepermanent magnet by the field created through energizing the coil shouldbe insufficient to swing the permanent magnet fully into alignment withthe flux lines of the field but should be sufficient to move the magnettoward alignment. De-energization of the coil will remove the magnetforce on the magnet and gravitational force will swing the magnet to itsoriginal position. Its inertia will cause the magnet to rock back andforth. If the coil is repeatedly energized in such a way that themagnetic energy adds to the kinetic energy of the rocking magnet and isde-energized before the rocking magnetic field has a tendency tosubtract from the kinetic energy of the magnet or decelerate the magnet,then the oscillatory swings become increasingly great until the magnetmakes a full revolution about its pivotal axis.

The game can be played by employing two separate independently operatedsystems, the winner being that person who first causes his magnet torotate. Alternatively, the length of time required to effect rotarymotion in a single system can be measured. Still another alternativewould be to count the number of times each player was required toenergize the coil to effect rotary motion.

It has been another objective of the invention to provide an alternativegame employing the same basic principle wherein a pair of permanentmagnet objects are mounted on swings between two pole faces of amagnetizable core having an energizable coil wrapped about it. Byproperly energizing and de-energizing the coil the permanent magnet canbe caused to swing back and forth between the two pole faces. Anindicator which shows that a certain length of swinging has beenattained by each object is associated with each object. The winner ofthe game is that player who has first caused his magnetic object toswing until it operates the indicator.

Still another objective of the invention is to provide a ski-jumpinggame employing an inclined slide, a permanent magnet movable down theslide and a conductive coil surrounding a portion of the slide. Theobjective in this game is to energize the coil as the object approachesthe coil and to tie-energize the coil when its maximum force is inadditive relation to the permanent magnet. The winner of the game isthat person who can cause the permanent magnet to move through thegreatest distance beyond the coil.

It has been still another objective of the invention to provide a rotarymotor having a permanent magnet rotatably mounted between two pole facesof a magnetic core having a conductive coil surrounding it. An indicatoris provided so that the angular relationship between the pole faces andthe north and south poles of the permanent magnet can be perceived bythe operator. Manual means are provided for selectively energizing anddeenergizing the coil to establish a magnetic field between the polefaces. The broad objective of the use of this motor is to cause therotary member to attain the greatest possible speed. Such a motor hasmany possibilities as a game of skill. For example, the motor can bemounted in a wheeled vehicle and races can be had between two or moresuch identical wheeled vehicles.

The several objectives of the invention will become more readilyapparent from the following detailed description taken in conjunctionwith the accompanying drawings in which:

FIG. 1 is a front elevational view of a game embodying the invention,

FIG. 2 is a cross-sectional View taken along lines 2--2 of FIG. 1,

FIG. 3 is a circuit diagram of the electrical system for the game,

FIG. 4 is a perspective view of an alternative game embodying theinvention,

FIG. 5 is a circuit diagram of the electrical system for the game ofFIG. 4,

FIG. 6 is a perspective view of still another alternative game embodyingthe invention,

FIG. 7 is a circuit diagram of the electrical system for the game ofFIG. 6,

FIG. 8 is a perspective view of a racer constructed in accordance withthe invention,

FIG. 9 is a cross-sectional view taken along lines 9--9 of FIG. 8, and

FIG. 10 is a cross-sectional view taken along lines 10-10 of FIG. 8.

In all of the games constructed in accordance with the invention it isdesirable to employ a permanent magnet having a high energy to weightratio. A magnet having a low energy to weight ratio would have so muchinertia as to be comparatively insensitive to the energy impartable toit by one or two dry celled batteries as to reduce the utility as anexciting game of skill. It should also be understood that, in the gamesto be described below, the movable object is a permanent magnet, and thecoil with respect to which it moves is fixed but that in most of thegames the coil and permanent magnet could be conveniently interchangedwithout departing from the scope of the invention. The importantconsideration is that the coil and permanent magnet be so oriented withrespect to each other as to impart relative movement of a magnetic fieldcreated by the coil and the permanent magnet upon energization of thecoil.

Referring to FIGS. 1 to 3, an oscillating game is indicated at 15. Thegame has a base 16 upon which a conductive coil 17 is horizontallymounted. The coil is connected by a conductive circuit 18 in series witha battery 19 and a push-button switch 20. The push-button switchoperates a leaf spring contact 22 which engages a fixed contact 23. Theleaf spring contact 22 resiliently urges the push-button switch 20 intoan upper position in which the contacts 22 and 23 are out of engagement.Depressing the push-button switch connects the coil 17 to the battery 19and causes the coil to be energized. Release of the push-button 20deenergizes the coil.

A pair of posts 25 are mounted to project above the coil and have apivot pin 26 mounted between their upper ends. A permanent magnet 27having a north pole at one end and a south pole at the other end ismounted onthe pivot pin with its center of gravity below the axis of thepivot pin. A pair of objects 28 and 29 resembling human beings may bemounted on the ends of the permanent magnets to simulate playing on ateeter-totter. The center of gravity of the combined permanent magnetand objects.28 and 29 should be below the pivot axis of pin 26 so thatthe force of gravity urges the permanent magnet toward a position ofequilibrium in which it is parallel to the plane of the coil, orperpendicular to the axis through the coil.

The magnetic flux lines created through the energization of the coilprovide a major component of magnetic force parallel to the axis throughthe coil and cause the permanent magnet to tend to align itself withthat axis. The force of the magnetic field on the permanent magnetshould not be so great as to effect vertical alignment of the permanentmagnet with the axis of the coil when the coil is energized. Rather, itis desirable that the force of the magnetic field on the permanentmagnet be, for example, A of the force required to swing the permanentmagnet from a horizontal position to a vertical position. Thus, ignoringfriction losses, theoretically the push-button 20 would have to beoperated no less than ten times to cause the permanent magnet to swingthrough a vertical position and make one revolution about the axis ofpin 26. The actual number, of strokes of the push-button or pulses ofenergy required to effect one revolution of the permanent magnet, dependupon the skill of the operator.

A timer 30 is mounted on the base 16 to indicate the length of timerequired to bring the permanent magnet 27 from a horizontal position ofrest to at least one revolution. In the illustrated embodiment, a timermay be as simple a device as an hourglass having graduations indicatedat 31 by which the quantity of sand passing through the restrictedportion 32 of the hourglass can be determined.

In the operation of the embodiment of the invention illustrated in FIGS.1 to 3, the hourglass is turned to a position in which all sand is inthe upper end of the hourglass. The push-button 20 is then operated byone of the players repeatedly to cause the permanent magnet to oscillatethrough an increasingly greater arc. In the first operation of thepush-button, the field created by the coil will cause the permanentmagnet to swing through an angle of 20 counterclockwise, for example.The player releases the push-button and then waits until the permanentmagnet has swung counterclockwise to its fullest extent. As thepotential energy thus stored is released as kinetic energy to drive thepermanent magnet again in a clockwise direction, the push-button isagain operated to re-create the magnetic field which imparts additionalenergy to the kinetic energy of the moving magnet so as to cause thepermanent magnet to swing through an angle of 30 from the horizontalposition, for example. The distance through which the permanent magnetswings will be dependent upon the exact timing of the closing andopening of the push-button. Ideally, the push-button should be closed atthat time when the energy created by the field will add to the kineticenergy of the magnet and opened at the precise time that the field canno longer add to the kinetic energy of the magnet.

The operation of the push-button is repeated until the kinetic energy ofthe object becomes so great that the device swings through a fullrevolution. The time required to cause the permanent magnet to swingthrough a complete revolution is recorded, and another player attemptsto better the first players performance. As indicated above, the scoremay also be kept by recording the numher of operations of thepush-button required to effect the complete revolution of the permanentmagnet. It should be noted too, that considerable amusement can be foundin continuing to rotate the object and to attain greater and greaterspeeds.

In the alternative game of FIGS. 4 and 5, a base 35 has a support 36mounted to provide a cross-bar 37 extending horizontally across thebase. A pair of swings 38 are pivotally mounted at 39 to the horizontalbar 37. A magnetic core 40 having a coil 41 surrounding it is mountedbeneath the base adjacent each swing with only the pole-faces 42projecting above the surface of the base. The pole faces are inalignment with the path which the swings take as they swing back andforth on the horizontal rod 37. Mounted on each swing is a permanentmagnet 43 formed as a human being. The permanent magnet may be molded insuch a way that the feet of the object form a north pole and the hips asouth pole. Alternatively, an unobstrusive bar magnet could be fixedbelow the swing seat so that the poles are aligned with the direction ofmovement of the swing and the predominant direction of the flux linesextending between the two pole faces.

Each coil 41 has a battery 44 and push-button switch 45 in series withit whereby each coil can be energized by depressing the push-button. IIn front of each object and in line with it as it swings is a ring 46mounted on a post 47. Engagement of the feet of the object will causethe ring to be dislodged from its upper position on the post and slideddown the post.

In the operation of this game, each player operates a push-button. Upondepressing the push-button a field is created between the two pole faceswhich causes the swing to move slightly in a forward direction. Theplayer then releases the push-button and permits gravity to force theswing rearwardly and energize the push-button as the swing begins tomove forward again. Ideally the player times his operation of thepush-button so that the magnetic energy only adds to the kinetic energyof the moving object. Repeated operations of the push-button will causethe swing to move through an arc sufiicient to bring the feet of theobject into engagement with the ring 46 causing it to slide off the post47. The player whose object first knocks the ring off the post is thewinner of the game.

In the embodiment of FIGS-6 and 7 a slide 50 in the form of a ski jumpis mounted on a supporting base 51 so that it is inclined to thehorizontal position. The lower end 52 of the slide is slightly upwardlyinclined. An object 53 has a pair of skis 54 in the form of permanentbar magnets mounted on its feet. The bar magnets have rollers 55 orother suitable anti-friction means spacing the bar magnets from theslide. Preferably, the slide is formed with plastic or othernon-magnetic material so that the object can roll freely down the slide.A conductive coil 56 surrounds the lower ends of the slide and has anopening sufficient to permit the passage of the object 53. Asillustrated in FIG. 7, the coil is connected in series with a battery 58and a push-button switch 59.

v In the operation of the game of FIGS. 6 and 7, the figure is set atthe top of the slide and released. As the figure approaches the coil 56,the push-button switch is depressed creating an electric field designedto attract the permanent magnet. As the object approaches the center ofthe coil, the push-button is released to let the object coast off theinclined lower end of the chute. The objective of this game is torelease the push-button at that precise moment before the field tends todecelerate the object so that the object flies through the air thegreatest possible distance. The winner of the game is that player whocan cause the object to fly the farthest.

In the embodiment of FIGS. 8, 9 and 10, a manually commutated rotarymotor indicated at is mounted on a racer vehicle 66 having wheels 67.The motor drives a pulley 68 which has a belt 69 connecting it to apulley 70 fixed to a shaft 71 in driving engagement with wheels 67. Asillustrated in FIG. 9, the motor includes an iron core frame 72 havingpole faces 73. One or more coils 74 surround the core to create amagnetic field in the air space between the pole faces 73. A permanentmagnet 75 is mounted on shaft 76 between the pole faces. The shaft 76 isconnected to the pulley 68 referred to above. A battery 77 is connectedin series by a double pole double throw switch 78 to a coil 74 so as toenergize the coils upon depressing the push-button 78. The pulley 68should have an arrow or other indicia to indicate to the operator theangular position of the permanent magnet with respect to the pole facesso that the operator can determine when to operate the switch.

In this game, two or more racers are used in races against each other.The operator depresses the switch 78 to create a magnetic fieldextending between the pole faces 73. The permanent magnet is driven bythe energy of the field to a position of alignment with the pole faces.When the force of the field no longer accelerates the permanent magnettoward the aligned position, the switch should be released to open thecircuit and permit the magnet to swing. As the magnet passes a positionof alignment with the pole faces, the switch should be reversed to causethe magnet to be driven magnetically through another angle of 180, atwhich point the switch should be returned to its original position. Theswitch is moved back and forth until the racer has crossed the finishline. The player whose racer first crosses the finish line wins.

I claim:

1. A game of skill comprising,

a supporting structure,

a coil and a permanent magnet mounted on said sup porting structure forfree rotary movement relative to said coil,

a source of power,

circuit means including a switch connecting said source of power to saidcoil for selectively manually energizing said coil to create a magneticfield around said coil, resilient means normally urging said switch toan open position,

said magnet field and said coil field being of insufficient strength toswing said permanent magnet through its maximum possible angle,

whereby said coil must be energized during relative movement of saidcoil and said permanent magnet to accelerate the relative movement andincrease the angular distance of its movement.

2. A game of skill comprising,

a base,

a coil fixedly mounted on said base,

a permanent magnet mounted on said base above said coil for free rotarymovement relative to said coil,

a source of power,

circuit means including a switch connecting said source of power to saidcoil for selectively manually energizing said coil to create a magneticfield around said coil, resilient means normally urging said switch toan open position,

said magnet field and said coil field being of insufficient strength toswing said permanent magnet through its maximum possible angle,

whereby said coil must be energized during relative movement of saidcoil and said permanent magnet to accelerate the relative movement andincrease the angular distance of its movement.

3. A game of skill comprising,

a base,

a core and a coil surrounding said core fixedly mounted on said base,said core having ends spaced apart,

a permanent magnet suspended above said core between its ends forswinging movement with respect to said base,

a source of power,

circuit means including a switch connecting said source of power to saidcoil for selectively manually energizing said coil to create a magneticfield around said coil, resilient means normally urging said switch toan open position,

said magnet field and said coil field being of insuf ficient strength toswing said permanent magnet through its maximum possible angle,

whereby said coil must be energized during relative movement of saidcoil and said permanent magnet to accelerate the relative movement andincrease the angular distance of its movement.

References Cited by the Examiner UNITED STATES PATENTS 1,966,686 7/34Russ 46235 XR 2,218,164 10/40 Carpenter 27386 2,519,919 8/50 Merrill31036 XR 2,521,500 9/50 Braund.

2,623,326 12/52 Kinney 46-235 2,922,901 1/60 Wengel 310-36 XR RICHARD C.PINKHAM, Primary Examiner. DELBERT B. LOWE, Examiner.

1. A GAME OF SKILL COMPRISING, A SUPPORTING STRUCTURE, A COIL AND APERMANENT MAGNET MOUNTED ON SAID SUPPORTION STRUCTURE FOR FREE ROTARYMOVEMENT RELATIVE TO SAID COIL, A SOURCE OF POWER, CIRCUIT MEANSINCLUDING A SWITCH CONNECTING SAID SOURCE OF POWER TO SAID COIL FORSELECTIVELY MANUALLY ENERGIZING SAID COIL TO CREATE A MAGNETIC FIELDAROUND SAID COIL, RESILIENT MEANS NORMALLY URGING SAID SWITCH TO AN OPENPOSITION, SAID MAGNET FIELD AND SAID COIL FIELD BEING OF INSUFFICIENTSTRENGTH TO SWING SAID PERMANENT MAGNET THROUGH ITS MAXIMUM POSSIBLEANGLE, WHEREBY SAID COIL MUST BE ENERGIZED DURING RELATIVE MOVEMENT OFSAID COIL AND SAID PERMANENT MAGNET TO ACCELERATE THE RELATIVE MOVEMENTAND INCREASE THE ANGULAR DISTANCE OF ITS MOVEMENT.